@JesiahTEG: I'm honestly more concerned at the lower percent end about how to work Falcon's percents up since few of Marth's attacks will actually force Falcon to do anything you want until mid percents. So, I do not really see the issue with mid percents since that is when all of Marth's moves are actually going to be a good advantage. It sounds to me your too focused on getting the combo on Falcon when all you really need to do is carry him into an offstage position to get a kill.
Whether or not it directly leads into a guaranteed hit doesn't matter too much other than the move should force Falcon into a spot where he'll have to come past some sword swing of yours eventually. By midpercent, I usually start thinking of the 50%-70% range. Around there and higher Uthrow should combo into some move of Marth's whether it be Uair/Fair or Utilt. Afterwards, its a matter of forcing Falcon away from center stage and offstage (bair/nair/fair) where while you have to swat him away again and again, he will eventually die.
I just want a better method for low percents other than tech chase option since tech chase is slow to gain damage and imo much harder than timing a sword swing in the air.
It's not that I'm "too focused" on getting the combo lol. I agree with everything you said, and that's pretty much where I'm at as a player. I'm pretty good at executing everything you said as well, like...that's how the matchup goes.
But I'm trying to go as in depth as possible. Maybe that's as far as we can take it, but if there are better options than throwing him and getting into guessing games, or getting into just advantageous situations, then I want to explore those. Playing against top Falcons I just want something more solid, because you're not always going to be able to follow up your aerials into something solid. And when you have Falcon at a mid percent and fail to kill him, and it's a top Falcon, then they're at like 100% or above and it could take forever to kill him, constantly having to win neutral situations and poking at him until he's potentially even above 150.
I'm not saying what you're posting is wrong, because it's great advice. I'm just trying to dig deeper and give Marth more of an edge in this very specific area.
I'm fairly sure that at mid percents (40-65ish), if Falcon does side DI then he can be uthrow->fsmash'd or otherwise combo'd. However on no DI I feel like he can jump out.
Not 100% sure but this is what I've been observing from my recent experience vs Falcon. On no DI I usually wait for the double jump then juggle him afterwards, and I'm usually able to follow up directly on side DIs.
Yeah, waiting for the double jump is a really huge payoff if you can catch them doing it. It's merely a mixup at the highest levels though, just one tool in Marth's arsenal.
In terms of the first thing you posted...Yes, I get that same thing dude. Like, if they side DI tipper's going to hit, and as a Marth main you can kind of tell when it's going to hit based on visuals/feeling. But the no DI is the weird one. Sometimes it hits and sometimes it doesn't. You have to slightly walk to the side to make it hit but even then I can't tell if I'm legitimately hitting him or he's just not jumping out fast enough. It'd be really nice to know, I think I'm going to TAS it.
But yeah, I've had the same sort of experience with that as you.
I have a hard time getting Falcon off stage. Often they DI away and double jump to grab the edge for free.
I know, I can try to preempt by grabbing the edge but Marth often eats an uair in that situation.
I hear ya. It's a guessing game, where you bait their Uair or grab the ledge. (or more effectively IMO than grabbing the ledge, fall off fair which can consistently be converted into a kill.)
M2K made a post, I don't feel like finding but basically it goes like this. Once you throw Captain falcon off the edge wavedash off and fair or stay there and counter.
Yup, sounds about right from my experience.
do lots of downthrows and use them to set up timing or positioning traps. when he does things in your traps, wait, react and attack what he does. usually i find timing traps to be better against falcon because it gives you more of a buffer or margin or error in your reactions to abuse him with, and his tech options and start-up time on attacks are both slower than usual. let the flow of the match occur naturally, you may or may not get combos but you'll certainly get a dead opponent.
if you're struggling in the neutral, go back to marth's basic aggressive movement without committing to anything, although use more WD back out of your DD than you normally would, this will let you effectively DD camp while facing him as much as possible, which is stronger for reaction-based play than usual in this match. you don't want to face away from falcon like you would against other characters because his ground speed is so much better than yours so the ability to protect your back is more important than the raw projected amount of stage you can cover with your own ground control. the reason for facing forward is to both protect yourself and that you want to be able to stuff out his nair pokes with your own fair to grab.
the ability to wait for a nair and to attack his attack with superior range and priority is going to shut out one of his main two approaches from neutral in this match, the other being grab. it's pretty important that you wait and react with your fair to grab on his nair because he can grab you when you land in fair if you don't react. there's a point where human error exists and i can understand getting faked out here so when you land in fair, you should l cancel and buffer it directly into a dash to make the grab whiff and then maybe you can DD grab his grab on your fair. layering your defenses from neutral will go a long way to weakening his approaches on you.
if the falcon player is trying to react to you with a grab, it's okay to overextend after him to cover his dash away on the DD for the same reasons he can do it back to you, except falcon's WD back coverage isn't nearly as good. if you go this way, when you run extra far to catch his dash away, do dtilt. the idea isn't to lead into an advantage, but merely to disrupt his movement well enough that you can go back to a reactionary stance. whether your dtilt hits or not, you should still focus on reaction and treat the situation like an extension of the neutral game. you should also absolutely get the IASA off of the dtilt to cover yourself defensively, once again layering defenses in neutral. what you cancel into for the IASA is your choice, but i'd recommend against jumping just to minimize the risk of trades because marth hates trades. if you're not sure what to do, WD back is a pretty-idiot proof bet but you're going to miss a lot of chances to react to falcon if you do that from the space you're forfeiting by moving back. you can try a shortened WD back out of the dtilt for a compromise but the spacing is a finesse thing and you're just going to have to practice and use your best judgment to retain your ability to work with anything the falcon player gives you.
this match is won in the neutral game, and IMO marth has the advantage however slightly because of fair on his moves (usually nair), a better WD back, and the ability to disrupt him better if you're both movement camping. keep in mind that his punishment options are better than yours and that any time he can upair all day you're basically going to lose.
Despite that not being what I'm looking for at all, I agree with everything here lol. Copy and pasting this into "Smash Wisdom" folder straight from the professor himself.